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Clayman

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Everything posted by Clayman

  1. Guard Dogs are CLAY_GuardDogBLU (BLUFOR), CLAY_GuardDogOP (OPFOR) and CLAY_GuardDogIND (Independent). Dog Handler Module is CLAY_DHM and Wild Dogs Module is CLAY_WDM.
  2. Clayman

    DoTarget

    Barbie setUnitPos "UP"; Barbie setBehaviour "COMBAT"; Barbie lookAt Ken; Barbie doTarget Ken; This would be my suggestion. Put this in your trigger activation: {_x spawn {sleep (random 10); _this enableIRLasers true}} forEach [barbie, Midge, Christine, Steffi]; Change the random 10 to whatever delay you want, and alter the names of Barbie's girlfriends if needed. ;)
  3. Talking about "no time" and presenting such a long list of campaigns is kinda paradox, isn't it? :D I remember Too young to die, was a great campaign. Back in the OFP days I started working on several campaigns, too. Basically it was always the same story, spinning around in my head since 2003. But the result was never satisfying so I dumped it after a few missions were complete. Some time after Arma was released I went back to OFP "just to kill some time until 'Game2'". So I started working on this campaign once again - "just for fun". I created probably the 2 1/2 best missions I had ever made until then, plus a 20-minute intro cutscene. Yea, I was somewhat proud of me and really looking forward to creating something being worth to finish. Guess what happened: My HD crashed - and I had no backup. :rolleyes: (Yes, I can imagine how you felt.^^) Then came Arma2, and I had planed to finally complete my campaign. The intro and first mission were finished quite quickly. But then I decided to focus on other projects first. Get used to the new features, create some SP missions, and wait some time to see what fancy addons are along the way. Nearly two years later I finally started working on the campaign. Again I had 2 1/2 missions completed - and guess what? Arma3 was announced. LOL. No way I could get my campaign finished until then, therefore - I dumped it once again. I guess I'll stick to SP missions for Arma2 and maybe make a campaign for Arma3. Currently I have 6 unfinished missions and a bunch of "experiments" that might or might not turn into something "mission-ish". Should be enough to kill time until next year. :p
  4. Have you tried the GetIn.. action commands? No idea if it works with AI under player's control, but maybe worth a try.
  5. Clayman

    Green box

    No, he's not. ;) But either way, the question is answered.
  6. Clayman

    Green box

    I think what you're looking for is done keys. Put this in your description.ext: doneKeys[] = {"TAG_MissionName"}; Then at the end of your mission (e.g. end trigger) put this: activateKey "TAG_MissionName";
  7. Hi. I'm working on a little something and I'm kinda stuck at one point. Normally it shouldn't be that much of a problem, but dunno, maybe I'm too tired to think... I just don't know where to start. So, this is the situation: I have a (kind of) dynamically created group which has one or more vehicles. At some point the units leave the vehicles and later they should board them again. But this is the tricky part. It could be possible that one or more of the vehicles have been destroyed or that some of the units in the group have been killed. So what I'm looking for is a way to get all remaining units to board all remaining vehicles (including gunner / commander etc. positions). Like I said, it can't be that hard, but I need someone to point me in the right direction. Thanks. :)
  8. First I wanted to say that I got it working. Had to make a few little changes to your script to fit it into my existing ones. But so far everything works just fine. So, once again, thank you very much, Demonized. I've done a few tests, and I can pretty much confirm your observations. .rpt: The only way I could get the script working was with empty vehicles and assignAs/moveIn the crew, and with both move waypoints and the unassignVehicle/orderGetIn false. In all other tests the script simply did nothing. What worked pretty good however was the leaveVehicle command. This way the script works fine also with crew'd vehicles.
  9. Thanks a lot to both of you. :) I'm gonna get some sleep now and take a closer look tomorrow. But I'm sure I can come up with something now. Edit: Wow, Demonized. That looks really good. Much more than I had expected. :D Going to try it out and report back. Thanks again.
  10. Thanks Demonized. I'll look into that. However I was hoping for a solution without using waypoints. Any other ideas are welcome.
  11. I can't directly access the categories of the library anymore. I have all the individual sections bookmarked for quick access (yes, I'm lazy) but none of the links work anymore. When going to the main page it asks me to enter a captcha, and I have to do this everytime I restart my browser, which is pretty annoying. Is there any way around this?
  12. Clayman

    What is your hallucination of ArmA3?

    You should have made a multiple choice poll..... :p :D
  13. Yes, you have to search for an actual animation name (or part of it). Searching for 'Surrender' will not work, searching for 'Ssur' does. But if you understand how the animation names are put together (see list I linked above), it's quite easy to find what you're looking for. Oh, and CBA is required for the search function to work properly. ;)
  14. The fact that there are soooooooooooo many animations is not the fault of the animation viewer. :p And while you're searching..... the viewer has a build in SEARCH function. Here is a list with animation titles. Use it and you shall find. ;)
  15. Clayman

    Custom Radio Menus

    You can also dynamically change the trigger statements, so you don't have to create / delete any triggers. However, another (and imo more elegant) solution would be to use the build in Communication Menu. You only set it up once and then don't have to keep track of updating any trigger conditions / statements etc.
  16. Clayman

    ArmA3 Wishlist and Ideas

    Hmm Wishlist..... - Less brown :p - Fully working 3D mission editor - Built in script editor with syntax highlighting and all that fancy stuff - setUnitPos "NotUp" and "NotDown" commands - assignAsTurret command - pistol _unit command - http://forums.bistudio.com/showpost.php?p=1929780&postcount=2 - doWatch, doTarget, doFire etc. commands that actually do what you'd expect (overwrite default unit behaviour) - No warfare in SP campaign more to be added later...
  17. Yes, you are of course absolutely right. Must have mixed things up. Sorry for that. :blush: Just tried it myself and I couldn't get ctrlActivate to do anything, neither with passed idc or the actual control. Also tried both active text and button controls, but no luck so far. No idea what's going wrong there. However, I did get the buttonAction part working: call compile (buttonAction _idc); This will execute whatever action is assigned to that control. Hope this helps you. :)
  18. I think you misunderstood what ctrlActivate does. It only de-/activates a control. A deactivated control stays visible but can't be used / clicked on. If I understand you correct, you are trying to preform the action assigned to your control.(?) Not 100% sure but it might work with buttonAction: _action = buttonAction _control; call _action; However, wouldn't it be easier to use ctrlSetText for the control(s) you want to update, instead of closing and re-opening the complete dialog?
  19. Clayman

    dialog examples

    I started writing a german dialog tutorial a while back. It's far away from being finished (and it's only in german^^), but there is a small example mission at the end. Maybe it will help you. Dialoge Sammelthread - Assault Mission Studio
  20. Totally agree on this one. I also would like to have the option to change the whole UI to Arma2 style - green menus, green editor, hint boxes with background (so you can actually read them) and of course the units colors in the editor changed back to like it was since OFP (friendly green, enemy red etc).
  21. Such items are already in vanilla Arma2. They were used in Harvest Red campaign as evidence. I've already used them in several own missions and I've seen it in other peoples missions, too. EvDogTags EvKobalt EvMap EvMoney EvMap EvMoscow EvPhoto These can all be added to a units inventory with addItem command and checked with hasWeapon.
  22. You are using the same label name for both loops. When the script reaches the second goto, it jumps back to the first #loop. As the condition is met it moves on to #nextstep and this repeats again and again. Simply rename the second loop to #loop1 and goto "loop1".
  23. You could try setFormDir, but I'm not sure if it will work.
  24. Clayman

    Next patch wish list

    Update A2 content to OA standards :rolleyes:
  25. Type: SP Mission Side: BLUFOR (German KSK) / Teamleader Version: 1.1 Required A2 Version: CO 1.62 . Description: Combat Search and Rescue. Two of our men have been captured on a secret mission far behind enemy lienes. Tomorrow morning they will be publicly executed. Of course we cannot accept this. It is your mission to rescue our comrades and return them home safely... Required Addons: NoneKnown Bugs: None Download: A Good Day To Die [1.1] Armaholic Mirror
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